RulesPal
Chat
Rulebook
Zombie in My Pocket thumbnail

Zombie in My Pocket

Zombie in My Pocket Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Indoor Turn Sequence
    • Special Rooms
    • Moving Outdoors
  • Outdoor Turn Sequence
  • Time Passes
  • Combat
    • Running Away
    • Cowering
    • Zombie Doors
  • Items
  • Losing the Game
  • Winning the Game
  • Tile Reference
    • Indoor Tiles (8)
    • Outdoor Tiles (8)
  • Development Card Reference

Components

  • 8 Indoor Tiles
  • 8 Outdoor Tiles
  • 9 Development Cards

Setup

  1. Place the Foyer tile on table, set aside the Patio tile.
  2. Shuffle Outdoor and Indoor tiles into separate facedown stacks.
  3. Shuffle the Dev cards, and discard the top 2 cards facedown.
  4. Record your starting Attack (1) and Health (6) scores. These numbers will change over the course of the game. No upper limit on either.
  5. Note the starting time of 9PM.

Indoor Turn Sequence

  1. Choose an exit door into a new room or a room already visited.
  2. If a new room, draw and place an Indoor tile. One door on the new tile must match your exit door.
  3. Draw a Dev card, even if revisiting a room. If there are no cards left, see Time Passes. Look at the text corresponding to your current time.
    • "Item" - You may draw the next Dev card, finding the item shown on that card. If you choose not to draw, you don't get an item.
    • "Zombies" - See Combat below.
    • "Event" - Add or subtract Health as noted (if any).
  4. Follow instructions (if any) on the tile, after the Dev card has been resolved.

Special Rooms

The zombie totem is hidden in the Evil Temple, and must be buried in the Graveyard. In either room, draw and resolve a Dev card as normal, and then drawn and resolve a second Dev card. The second card represents what happens as you are searching for or burying the totem. If you are still alive and in the room after resolving the card, you have found or buried the totem. In the Storage room, resolve a Dev card as normal, then you may draw another card and get the item shown on that card. If you choose not to draw a card, you don't get an item. In the Kitchen or Garden, if you end your turn in the tile (i.e. you don't run away from zombies), you add 1 your Health.

Moving Outdoors

The only way to exit the house is through the Dining Room's exterior door, which is marked by an arrow. When you exit, place the Patio tile next to the Dining Room tile, lining up the arrows. Then draw and resolve a Dev card as normal.

Outdoor Turn Sequence

Turns progress outside as they did inside. However, instead of choosing an exit door, choose an open grassy edge to exit from. You may not pass through hedges. One grassy edge on the new Outside tile must match your exit edge.

Time Passes

The game starts at 9PM. An hour has passed each time you need to draw a Dev card and there are none left. Note the new time, and use this time when resolving new Dev cards. Reshuffle the deck (including the two discarded cards in Setup) and discard the top two cards. If an "Item" card is the last card drawn, reshuffle the deck and discard as described above, and draw the first card from the new deck to determine the item found.

Combat

To resolve combat with zombies, subtract your current Attack score from the number of zombies you face to find the amount of Health you lose in defeating the zombies.

(number of Zombies) - (Attack score) = Damage Received

You can never lose more than 4 Health points in one battle. You can never gain Health points in combat.

Running Away

When you draw a Dev card with zombies. You can choose to avoid combat by running through a door or grassy edge into any previously explored tile. The zombies swipe at you as you leave, taking away 1 Health point. Do not draw a Dev card for the room you are running into.

Cowering

After completion of a turn sequence in a tile, you may curl up into a corner and hide. You regain 3 Health points, but lose time: discard the top Dev card without resolving.

Zombie Doors

Sometimes after placing a new tile, there won't be any exits (ex: the Bathroom directly above the Foyer). It is also possible that all exits have been explored without finding a necessary room. If this occurs, 3 zombies bash through a wall, making a doorway in a wall of your choice in your current room. You must fight them as normal. You may not Cower before a Zombie Door attack.

Items

When a Dev card shows "Item" for your time, you may draw the next Dev card, finding the item shown on the new Dev card. Record the items you carry, as cards are shuffled back into the deck when time passes. You may only hold two items at once. If you have two items, you must drop one to pick up another. Dropped items disappear when you leave that tile. You can only use one weapon in combat, though you may carry two.

  • Oil - Throw as you run away to avoid taking damage. Combine with Candle to kill all zombies on one tile without taking damage. One time use.
  • Gasoline - Combine with Candle to kill all zombies without taking damage. Combine with Chainsaw to give two more Chainsaw uses. One time use.
  • Board w/ Nails - Add 1 to Attack score.
  • Can of Soda - Add 2 to Health points.
  • Grisly Femur - Add 1 to Attack score.
  • Golf Club - Add 1 to Attack score.
  • Candle - Combine with Oil or Gas to kill all zombies on one tile without taking damage.
  • Chainsaw - Add 3 to Attack score. Only has enough fuel for 2 battles.
  • Machete - Add 2 to Attack score.

Losing the Game

You can lose the game by:

  • being eaten alive by zombies.
  • losing your last Health to an "Event."
  • time running out (in the 11PM hour, you need to draw a Dev card and there are none left).

Winning the Game

You win the game by:

  • being alive after burying the zombie totem in the Graveyard.

All zombies collapse and you've won!

Tile Reference

Text printed on the tiles themselves.

Indoor Tiles (8)

TilePrinted instruction
Foyer(starting tile)
Bathroom—
Kitchen+1 Health if end turn here.
StorageMay draw a new card to find an item.
Evil TempleResolve a new card to find totem.
Family Room—
Dining Room(exterior door, marked by an arrow)
Bedroom—

Outdoor Tiles (8)

TilePrinted instruction
Patio(set aside at setup; arrow lines up with the Dining Room arrow)
Garden+1 Health if end turn here.
Sitting Area—
Yard—
Yard—
Yard—
Garage—
GraveyardResolve a new card to bury totem.

Development Card Reference

Each of the 9 Development cards shows an entry for each hour and an item.

Item on card9:00PM10:00PM11:00PM
OilYou try hard not to wet yourself.ITEM6 zombies
Gasoline4 zombies.You sense your impending doom. -1 HEALTHITEM
Board with NailsITEM4 zombiesSomething icky in your mouth. -1 HEALTH
Machete4 zombies.A bat poops in your eye. -1 HEALTH6 zombies.
Grisly FemurITEM5 zombiesYour soul isn't wanted here. -1 HEALTH
Golf ClubSlip on nasty goo. -1 HEALTH4 zombiesThe smell of blood is in the air.
Chainsaw3 zombies.You hear terrible screams5 zombies.
Can of SodaCandybar in your pocket. +1 HEALTHITEM4 zombies.
CandleYour body shivers involuntarily.You feel a spark of hope. +1 HEALTH4 zombies.